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"We're covering you, go on, don't be afraid."

One of the men behind you, Corporal Hendricks, has his assault rifle pointed firmly at the door in front of you, body tensed and ready for anything. Behind him, Lieutenant Parra holds his rifle loose in his grip, keeping an eye on either end of the alley and occasionally checking above. Both wear a combination of military grade armor and makeshift armor over their uniforms.

Flanking you are Alice, Luis, Grayson, Kim, Jane, and Erin, who are armed with simple weapons and looking terrified. They're glancing at each other and at the green metal door in front of you, but no one moves forward.

>What is your name?

>What was your role/job in your old group?

>Pick one strength and one weakness: (physical strength and toughness) (agility and dexterity) (intellect and perception) (charisma and looks)

>What weapon did you bring today? Pick from: sharpened rebar spear, knife/shank/ice pick, or makeshift armor.

>Pick a partner, you'll be fighting mostly alongside him/her, for now.

And finally...

>Open the door
>Have someone else open the door
>Wait quietly for something to happen
>Say something to someone (talking is always a free action)
>Write-in
>>
Welcome to Zombie Hunter Quest! I used to improvise some quests back in /tg/ and am just getting back into this, so this will probably be a slow quest, but hopefully one packed with action.

You guys will usually be picking some greentext options, and rolling dice for your actions. If I call for a roll, it'll be a 1d100 unless otherwise specified, and I'll probably just take the highest roll for a dilemma unless there are lots of posters.

Talking is always a free action unless otherwise specified, so feel free to write in anything you think the character ought to say. Feel free to ask other questions as well, and I'll try to answer them one way or another.
>>
>Alice is a tall and gangly looking girl with dark skin and large brown eyes who used to be a high school student. She survived the initial outbreak with another group, every one of whom died except for her. You never really got to know her well as she kept to herself and didn't say much once she'd joined your group. She's armed with an ice pick.

>Luis is a thick and solidly built man with tanned skin, a thick mustache and permanent five o'clock shadow who used to find work outside the hardware store. He survived the outbreak by He's alive because he volunteered to stay and protect the women when your old group decided to fight the newcomers. He's armed with a claw hammer and wearing makeshift armor made from sporting gear and phone books.

>Grayson is an old and bent man whose thick, curly hair has receded and grayed. He was a janitor for a local movie theater for the last 22 years, and survived by locking himself in a utility closet for two days before escaping and finding your old group. He's alive because your old group considered him too old to fight. He's armed with a rebar spear.

>Kim is a short, middle aged woman with a slim build and a bit of a wild look to her. She killed her mother-in-law, husband, and kids when the world went to shit, and rumor has it she wasn't exactly stable before that either. She often mutters to herself in Chinese, sometimes just mouthing words and shaking her head. She's armed with a rebar spear.

>Jane is a slender young woman with tanned skin, a gym body, and long blonde hair tied into a pony tail. She used to be a stuntwoman for more bankable (attractive) actresses. She survived the outbreak with her action hero boyfriend John, who was killed for fighting the Legion. She has experience scavenging with your old group's away teams. She's wearing makeshift armor, and armed with a kitchen knife.

>Erin is a short, slightly chubby girl with glasses, pale skin and freckles. You don't know much else about her since she wasn't a part of your old group, but she's armed with a sharpened screwdriver.
>>
>>323309
James Kowalski. He was a congressman for the state of Nebraska. His strength was his natural leadership ability, but he was prone to bouts of rage that caused uneasiness with his former politicians. He has his trusty rebar spear he had since the first week. Alice is to my left with a long ice pick.

>"Alright guys. I am going to open the door. Get ready to put down anything that comes out that door." Open the door
>>
>>323368
Woah, clarification, this isn't a multi-PC quest, just one character for the thread kind of deal. I will take this as a vote for James Kowalski, Alice and the rebar spear though, and see if anyone else drops in to vote in the next few minutes before we get started.
>>
>>323419
Thats what I assumed. In my experience, people would suggest a character and we would vote on which one we like
>>
>>323428
Oh, good. We'll let anyone who might be interested join in, and start soon.
>>
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>>323368
Alright, let's get started with James Kowalski, a former Congressman with leadership skills and a rebar spear, partnered with Alice.

>>323309
You reach out for the door, turn the handle, and pull it open gingerly. The hinges squeak as you expose the darkness within, and you toss the door open once you're sure nothing's waiting inside. Hendricks checks the hallway empty, before motioning for your group to enter and secure the lobby.

You're in the Tower, an apartment building that was being used as a survivor base in the earlier days of the outbreak. The group within was doing well for themselves, or at least as well as anyone does these days, until carelessness killed nearly everyone within. The only survivors locked the place down before moving on, but zombies have been making their way out and the Legion wants their territory clear of any threats.

It's silent now, save for the echoes, creaks and moans of a decrepit apartment building with no tenants and no maintenance men. In the lobby is a reception desk, mailboxes, two broken elevators, and two hallways of rooms both capped by stairwells. Dried blood, spent casings and bits of gore are everywhere, and the stench of rot hangs thick in the air. Erin vomits as quietly as she can into a corner.

Decide how you're going to proceed:
>Move as a big group down one hallway
>Split up into two teams and take a hallway each (decide who's going with your team)
>Take a look at the elevators and try to find a way up
>Try to search for something useful (specify where, roll 1d100)
>Say something to someone (talking is always a free action)
>>
>>323607
alright James will go with Alice, Luis, and Erin and the Corporal. The rest will go with the Lt. We will go down the hallway by the elevators and team b will go to the other ha;;way by the mail slots
>>
Rolled 87 (1d100)

>>323607
>Dig around the reception desk, maybe the mailboxes. Someone's been here recently but if they left anything it'll be easy to find.

>Split up into two teams, take the left side with Alice, Kim, and Corporal Hendricks (If the soldiers are not staying on the ground floor)

>Make sure the door you came in from will stay closed from this side. Don't want anything coming up behind you.

"A fight's been cleaned up here recently. What're the chances someone's still living in here?" Addressed to the soldiers specifically but loud enough for everyone to hear.
>>
>>323688
87. Nice
>>
>>323688
>>323661
>>323661
>>323688
"A fight's been cleaned up here recently. What're the chances someone's still living in here?" you ask to anybody in particular.

"Not great, at least as far as our intel indicates," replies the Lieutenant. "This place was completely overrun pretty early on, supposedly the only people who made it out locked it down tight. We can hope for survivors, but you can count on hostiles."

You risk turning on your pocket flashlight for a better view, and search the reception desk for anything useful. Alice goes to peer into the mailboxes. Jane, Kim and Luis keep watch over the hallway entrances.

"Alright," Parra says in a hushed voice, motioning Hendricks over. "Hendricks, I know this is your command UI but we're a little short-staffed, and we can't leave our asses hanging out in here. We're gonna split up, you're taking those four with you, go clear down the hallway and check in with me when we've secured the stairs."

"You sure about this, sir?" asks Hendricks, eyeballing the group warily. His gaze lingers on Kim especially. "Hey, we've done bigger jobs with greener recruits," the officer assures him, putting a hand on his shoulder. He pulls him closer, whispers something only Hendricks can hear.

You're in luck. Underneath the reception desk you find a snub nosed revolver, and quietly wrestle it free of the severed arm still gripping it tightly. Slipping it into your pocket, you join Alice, Luis, Erin and the Corporal and head down the western hallway...

>cont.
>>
>>323790
>>323688
Nice. Good idea looking for stuff here in the lobby.
>>
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>>323688
>>323661
It's going to be very difficult deciding tiebreakers unless a fourth poster joins the quest. Until that happens I'm gonna try my best to just find a happy medium or combination of your suggestions, unless you guys want to do something else like rolling off for each vote.

>>323790
>cont.

Hendricks' flashlight lights the dark and stinking hallway as the five of you make your way down. Three doors are immediately visible, one slightly ajar and the other two shut. Luis and Erin stack up on one of the shut doors, while you and Alice take position on the other. Hendricks keeps his gun on the door no one seems to want to approach, and you check the locks. Your door is locked, Luis' is not.

How do you proceed? Roll 1d100 no matter what option you pick.
>We have to clear the room that's already open.
>Clear Luis' room first.
>Clear your room first.
>We should fall back and regroup with the others instead, it's too dangerous.
>>
>>323874
Have luis and his partner open his door and clear. Lets have the rest open the open door. Also, me and the other guy can always compromise.
>>
Rolled 35 (1d100)

>>323874
>>323890 Go with this, make sure to check that corner carefully before going for the open door. Hope that the Corporal stays in the hallway so he can respond to whatever comes up for either group.

I have no problem with compromise. I just wanted Kim with us since we've (probably) got the civilian authority and can try to keep a lid on any issues that come of her mental instability. As is is fine as well.
>>
Oh hell someone else should've rolled.

Also, Zomprov, can we get a timeframe for how long it's been since Day 0? How far into hell has the world thrown itself?

Oh, and we are searching an apartment building right?
>>
>>323937
I'm taking high rolls, so other guy should roll as well. But don't worry too much about rolling low either.

It's been about six weeks since the outbreak, though it only really became an apocalypse-level event two weeks in. Your knowledge is very limited as far as the world goes, but people in your city banded together with whoever they could and were beginning to emerge and retake buildings and get their shit together. Then the Legion rolled into town, and subjugated nearly everyone by force of arms. Your group was among them, and now you're clearing an apartment building in Legion territory for them.

>>323874
Your eyes are focused on the door, but Alice looks back at the Corporal. Glancing back, you see that he keeps looking between the open door and Luis', and you risk speaking up.

"Let's have Luis and Erin clear their room, Alice and I will check that door."

"Al-alright," Hendricks says, catching himself stammering. "Ok. Check your corners and be careful, I'll be right out here and ready to go."

Alice is right behind you as you check the hallway corner, and catch a glimpse of four more doors and the door to the ladderwell. All thankfully closed, though you can't yet be sure how secure they are. Darting across to the open door, you push it in as you hear the click of Luis opening his, and you're in.

The carpet is wet and each step you take into the room releases odors you never knew existed. It's dark in here and you can barely see, but you can make out silhouettes of furniture by the sliver of light that pierces the barricaded window.

>cont.
>>
>>323986
You creep in, legs wide and stance low, centered and ready for anything. Alice is right behind you, ice pick at the ready. You clear the bedroom, and are getting ready to check the bathroom door. You catch yourself wondering how the other team is doing as you give a quiet knock.

You hear a splash from within the bathroom.

At the same time, you hear a shout from outside. Luis.

"Oh shit!"
"Shut up! Get back!"
"What's going on in there?"

You hear from out in the hallway the sound of pounding on wood, and wood splintering... and the hoarse roar of the undead.

Alice tugs on your shoulder and is pulling on your shoulder, "We have to get out there NOW!"

>Go now, help the others!
>No, we need to clear this room, trust the others!
>Alice, go, I'll make sure this one doesn't get out!
>Let's get the fuck out of here now! Fuck the others!
>Write-in anything, I'm open to ideas
>>
>>324016
Oh, and roll 1d100 regardless of decision
>>
Rolled 49 (1d100)

>>324016
>Alice, go! I'll make sure this one doesn't get out!
>Leave the apartment with her, close/barricade the door and get your spear ready. The other three just made a lot of noise and that hallway of unchecked doors can translate into a lot of trouble very fast.

"Alice, get those fools to be quiet. I'll be right behind you."

Worst case scenario mostly everyone is together in the hallway and you'll be close enough to see what's happened to the others.
>>
>>324118
Alright, let me try to make sure I've interpreted this right, I'm gonna write one last episode and end it for tonight and try to continue some time tomorrow. Let me know if this looks off

Alright fuck the drawing, I'm not doing that anymore. I'll just write it
>>
>>324240
Alright. Sorry if it isn't all that clear, I'm running on empty over here as well.

I wanted Alice to respond to what was happening to the others immediately with an emphasis on keeping the noise down while we delayed the one zed breaking out of the bathroom however possible, exiting the apartment, and preparing to deal with anything coming down the hallway. If we happen to see what all the drama is about, all the better.

Though short, this has been enjoyable. Any idea when you'll pick it up again?
>>
>>324118
You tap her back on the shoulder and tell her to go, and that you'll be right behind her.

"You have the spear, do it! Hurry!"

You shut the bedroom door as you leave but the apartment door, metal though it is, is still ajar from some malfunction.

"I can't, you do it, please!"

You drag the dinner table out with you and block the door as best you can, but it's a feeble defense and you know it.

"Give me that fucking thing!"

You hear the splashing growing louder, and hear a scream, louder than before.

"What the fuck is going on in here!?"

Alice pulls you out before you can think of anything else and you're back out in the hallway, the air is still rotten but thankfully less humid with God knows what. The corporal is leaning into Luis' apartment with his rifle, shouting. The dead are hollering back upstairs, at least five or six from what you can hear, and they're thundering down the hallway already.

"Get him clear! I've got him!" Hendricks fires a shot into the room and turns to you immediately, shouting, "Come on! Get ready!" They're pounding down the stairs and you have seconds to think. You hear three cracks of the pistol echo across the lobby from down the other hall.

>to be continued

I'll do the options tomorrow but you can write in anything so think about how this is gonna throw down! Think of everything you can do in like, ten seconds.

>>324273
thanks, i'll probably write some more tomorrow morning
>>
>>324367
Oh man that escalated quickly. Whoever gets here for the next session don't forget that our current military escort are using us as semi-disposable meatshields and plan accordingly.

Can't promise to be there tomorrow but I'll be keeping an eye on how things progress at the minimum. Thanks for running.
>>
I just realized Erin is now holding a spear instead of a shank. That is now a retcon. She had a rebar spear the whole time.
>>
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>>324367
>>324367
Chapter 2 of Zombie "I Don't Know What to Call this Quest" Hunter Quest

>You are James Kowalski, former Congressman and survivor, armed with a rebar spear.
>You have: The clothes on your back, a spear made of sharpened rebar, a pocket flashlight, and a snub nosed revolver.

Corporal Hendricks turns to you immediately, shouting, "Come on! Get ready!" They're pounding down the stairs and you have seconds to think. You hear three cracks of the pistol echo across the lobby from down the other hall. Alice shouts, "The door!" pointing down the hallway at the green metal door leading to the stairwell.


Get ready! And roll 1d100 no matter what you decide to do.
>Race down the hallway and try to secure the stairwell door!
>Stay together, get ready for whatever's coming this way!
>Get everyone into Luis' room, shut that door, and get quiet!
>Fall back to the lobby, we need to regroup with the other group now!
>Write in whatever you can do in ten seconds! Remember you can tell others to do things.
>>
Rolled 92 (1d100)

>>325172
>Stay together, get ready for whatever's coming this way!
>>
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>>325172
"Get ready for whatever's coming! Stay close!" you shout. Alice and Hendricks are behind you as Erin and Luis emerge from the other room. Luis has blood splattered over his shirt and chest, is holding a rebar spear, and looks wide-eyed and shaken. Erin is clutching a hammer and shaking as she looks down the hallway. You and Luis get low, ready to receive the charge.

The stairwell door bursts open as a lucky zombie unlatches it. Seven zombies come screaming down the hallway toward your group, hissing, roaring and snarling. "Shit! Clear the way!" shouts Hendricks as he empties his magazine, dropping three zombies. He fumbles for his pistol while a large woman in a filthy nightie leaps at you and impales herself on your spear! Luis has a naked kid pinned to the wall with one arm while holding back a man with his spear, screaming for help while Erin wrestles with a free zombie, hammer dropped by her feet. You struggle to control your heavy, writhing zombie as you hear Alice scream from behind you.

You have to do something about this zombie, FAST. Alice should've helped you by now.
>Toss it aside and move!
>Try to kill her yourself! (Describe how)
>Keep it at bay and reach for the hammer!
>Wait for the corporal, and keep this thing off yourself and the others!
>Pull out your pistol and shoot! (specify who/what/where)
>Write-in!
>Talking is still a free action.

Then,
>Help Luis!
>Help Erin!
>Help Alice!
>Run!
>Write-in!
>>
>>325490
Put this bitch down, and help Luis
>>
Rolled 82 (1d100)

>>325548
Also, you probably need this
>>
>>325548
>>325548
How exactly do you intend to do it? Both killing your zombie and helping Luis.
>>
>>325585
Trip her, then stomp on her skull until it breaks. Shoot the one Luis has speared, and stomp the kid. All in that order. Need more rolls?

Also, are these 'destroy the brain' zombies, or just infected humans?
>>
>>325597
That roll will do just fine.
Destroy the brain, break the neck/spine, sever the head, etc.

>>325490
Acting quickly, you maneuver the spear while dodging the zombie's pudgy, flailing arms. She's writhing and spitting as you slip a leg behind her, and screams in surprise as you overcome her fading momentum with a surge of strength you didn't know you had in you. Luis is screaming for help and out of the corner of your eye you can see the zombie child biting and scratching futilely at his armor. Alice is still screaming as you stomp down repeatedly on your zombie's head, but you can hear the Corporal struggling alongside her.

*crunch*

The pinned zombie is still screaming at you, her nose shattered, her lip sloughing off where your boot tore her face.

*crunch*

Erin's screaming even louder, and you hear another round of shots echo from the other side of the building. Your zombie's skull is cracked and thick, gooey blood oozes out of your boot print, but she's still flailing her arms weakly at you.

*crunch*

>cont.
>>
>>325652
With one final stomp you drive your foot clear through whatever's left of her brain, and the zombie underneath you goes limp. You turn to Luis and draw the revolver you found, no choice but to shoot now! You dash up to Luis, who's screaming for help and looking frantically between the two zombies trying to eat him. The adult zombie turns toward you but Luis still has it on his spear, and a single bullet in his head puts it down for good.

Luis drops the spear and puts both hands on the child, slamming it down on the floor where you both stomp on it furiously.

Luis catches you as you nearly slip in the fresh gore.

The child stops screaming, but one of the zombies Hendricks shot down has gotten back up and is coming at you and Luis. Hendricks is holding a very waterlogged and rotten zombie in a tight choke, while Alice finishes it off with her ice pick. Erin's zombie is dead on the floor, but she herself is nowhere to be found. You hear faint sounds of pounding feet and angry roars further up in the building.

Decide the priority, others may or may not agree with you. Roll 1d100 regardless of choice, and remember that you can suggest splitting the group to get more done.
>Secure the stairwell door and continue the mission
>We have to go after Erin
>Regroup with the other team
>Get the fuck out now, back to the truck
>Talking is always a free action
>Write-in
>>
Rolled 38 (1d100)

Point at two at random, tell them to go after Erin. Doesn't matter who. Secure the stairwell and keep going, but keep the pistol out
>>
I gotta get going, but I hope this keeps going. Love anything Zombie
>>
>>325787
Hendricks pulls out his pistol, puts three bullets into the rising zombie's skull, and turns the gun on you for a brief second before deciding otherwise and holstering it.

"Where the hell did you get a firearm!?" Hendricks grabs you by the shoulder, "Never mind, where the fuck is the short girl?"

"I don't know, but we need to go find her," gasps Alice, still catching her breath and desperately peeling moist, rotten skin off of her sweatshirt.

"No, we need to stay together and keep moving, we can't lose control of the situation. She ran off, she's gone!" He slaps another magazine into the rifle.

"Did anyone even see where she went?" Luis asks.

You take the initiative and speak up, "We could split up, but stay in teams. We don't know what happened to Erin but she can't have gotten far." The corporal looks frantically between the three of you, points at Luis, and says, "Alright, you and me, we're going to backtrack and find her, you two," he points at you and Alice, "take this radio and... fuck it, take this too, get the stairwell secured and check in with the LT when you're done, go!"

>cont.
>>
>>325956
You and Alice dash over the corpses and deeper into the hallway toward the open stairwell door. It's pitch black in here, and you can feel air flow coming through from above. You faintly hear the dead pounding, but they must be up several floors. Alice taps you twice on the shoulder to let you know she's right behind you.

You hand Alice your spear and lead the way, flashlight and pistol checking carefully around the spiraling staircase as you go. Dried blood encrusts the step edges, and you find a wide open door on the second floor landing where the zombies must have busted through.

Then you hear more shots from.. you can't tell where from in here. Not the controlled bursts of a soldier keeping his cool, but a long, irregular burst, maybe the entire magazine.

>to be continued

How do you proceed?
>Latch the second floor door and sprint up the stairs, securing the rest of the stairwell
>Enter the second floor hallway, latch the door behind you and hide
>Latch the second floor door and get back downstairs into the hallway below
>Write-in

Roll 1d100 regardless of choice.

>>325929
I'm gonna take care of some things now and probably be back to write in a few hours!
>>
Rolled 72 (1d100)

>>326199
>Latch the second floor door and hustle up those steps. Corporal wants a secure stairwell, he'll get one.

From the noise, there'll probably be a number of zed a few floors above us. If they're above you on the stairs, go for the legs and stomp 'em out, on any flat landings you might be able to throw the larger or lighter zombies over the railing and let gravity do the work. Don't be afraid to fire your gun if things get hairy since everyone has already gone loud.

"Lets give the good Corporal a little faith. We might even make it out of this mess."

>If the stairwell gets secured in one post, radio in to the LT and tell him what has happened so far. (Erin freaked, Hendricks went after her, you and Alice went ahead and secured a stairwell.)
>>
>>326340
>>326340
Alice is clutching your shoulder, looking wildly up and down and toward the open door. "What are we doing, James?" she whispers. "Come on," you reply, "Let's give the Corporal a little faith," pulling her with you as you latch the second floor door and continue your ascent. "We might even make it out of this mess." As if to reassure Alice, gunfire continues to echo through the building. The zombies are running away from your stairwell, judging by the sound of feet fading, and you find the third floor door chained and padlocked.

Continuing to the fourth and final floor as safely as you can in the dark, you find the door open with a single lagging zombie looking around for the source of the gun fire. It sees you instead, and charges. You're tempted to shoot, but instead grab the thing and control its head while Alice helps you get his kicking legs over the railing. The emaciated, rotting man shatters against the rails three times as he falls all the way through, greasing the ground floor with himself.

You shut and latch the fourth floor door, leaning against the wall as the two of you catch your breath. You pull out the two-way and find the button, hoping everyone's ok. "Lieutenant? Lt. Parra?"

Static answers back and you wait... five... ten seconds... fifteen seconds. Nothing.

"Lieutenant!" you call one last time, clutching the two-way tightly. Static answers as you put the radio away.

How do you proceed? No roll required this turn. Just write in the plan of action.
>Look for Hendricks, Luis and Erin, look for the other team, or try to escape with Alice? Or write in anything else you can think of.
>Go in which direction?
>Talking is a free action.
>>
>>327113
Let's look for Erin, Luis, and Hendricks. We're stronger in numbers and we'll need the backup when we go inspect what happened to the other group.
>>
>>327551
Whoops, was away, writing it now...
>>
>>327113
The silence is deafening, until Alice breaks it at last, stifling herself mid-cough. The reminder of her presence gets your head back in the game. Your old group survived so much, and they died fighting for your survival. For the survival of this last, little group here.

You're no longer the Honorable Congressman Kowalski. You aren't even Mr. Kowalski to most these days, just James. The nation is a memory, and you no longer have a civic duty to fulfill... but these are still your people. And you are not going to just give up on them now. Not after you betrayed them so many times...

"Alice, come on. Let's go," you pick her up off the floor. "Luis is down there. So is that girl Erin. And... even the corporal. We're all getting out of here, let's go."

You can barely see, but she nods at you and taps your shoulder twice. As you descend the secured stairwell, you hear movement in the second floor hallway. Alice bumps you and nearly sends you tumbling down as you stop to listen. Several pounding sets of footsteps, headed straight for the second floor landing!

What do you do?
>Go back up, fight from the high ground!
>Race down to the second floor landing, we can stop them at the door!
>Wait right here, don't make a sound!
>Write in!
>>
>>327786
Oh, and roll three 1d100s no matter the choice
>>
Bumping for a continuation. If it gets too infrequent in here I may try to relocate the quest to /tg/, though I'm not sure what the current status is regarding /tg/ and quests.
>>
>>327786
>Race down to the second floor landing, we can stop them at the door!

Get them at a choke point.

Sorry about the slowness. Seems like most of /QST/ suffers from it. I know my quest usually does.
>>
Rolled 29 (1d100)

>>329429
Whoops
>>
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>>329429
Is it just a less visited board than /tg/ maybe? I'm new to this board but I know it's been around awhile. Was it busier before?

>>329429
"Come on, we can get 'em at the door, don't let them through!" you whisper as you race down the stairs. As you reach the second floor landings you can hear human screams! You ready your weapons while Alice hurls open the door.

Luis and Grayson are in the hallway with a pack of four zombies on their tails. Luis is well ahead of Grayson, who's lagging behind and losing distance to the zombies. Luis is clutching his spear tightly in hand; Grayson doesn't seem to have his. "This way!" screams Alice. "Come on, hurry!"

What do you do? Roll 4d100 if you choose to enter the hallway.
>Stop Luis, convince him to help us save Grayson (write-in what you say to Luis, describe a plan to get Grayson out)
>Let Luis go, we need to get Grayson out of there now (describe a plan to get Grayson out)
>Get Luis in the stairwell and shut the door, there's no way we can save Grayson
>Write in option
>>
Rolled 83, 96, 27, 79 = 285 (4d100)

>>329598
Save Grayson, let Luis out. No time to talk about it. Empty the revolver as we step out, try to knock them over.


Seems like it depends on the day. Some threads I'll have five or six players the whole time, others I'm lucky to get three
>>
>>329615
>>329615
"Alice, come on!" you shout, barging through the door as Luis runs past you. As he passes, you catch a glimpse of the panic on his face, and then you see that he's bleeding from somewhere on his back. He's gone in a flash and you're back in the zone, firing your revolver down the hallway at the zombies as you and Alice charge forward.

"Hold on! Hug the wall!"

BAM BAM *click*

Shit! Two zombies drop to the floor, one twitching and one still as the grave. Grayson gasps and wheezes as he drags himself along the corridor wall, tears in his eyes. He reaches out toward the two of you before a powerfully built zombie lunges forward and tackles him to the ground. The zombie wastes no time and gets right to pummeling his screaming prey, while the last zombie, a rather big one, sprints right past the pair and toward the two of you. He's slobbering like a wild dog and you can see the foam in his mouth and the hunger in his eyes.

>Split up, one of us will save Grayson while the other takes care of this one (specify who does what) (Roll 3d100)
>We fight together, Grayson will have to hold out, damn Luis! (Roll 2d100)
>Write in option
>>
>>329656
What's Alice armed with? We just have the rebar spear now, right?
>>
>>329667
She has an ice pick, while you have a rebar spear. You have the revolver as well, but no rounds.
>>
Rolled 34, 4, 46 = 84 (3d100)

Fffuck. Um. Send her to help Grayson. That ice pick won't do dick against a charge, but she might be able to nail the one fighting with Grayson from behind.
>>
>that roll is why I like when there are multiple questers, since I run with high rolls


>>329679
You hear rifle fire from somewhere up above as you shout, "Alice go!" Not waiting for a response, you countercharge the big zombie, catching him in center mass and pushing through bone, flesh and thick blood. The weight of his charge, however, is still sending him right toward you and you barely manage to redirect him, tossing both him and the lodged spear aside before he can grasp onto you.

>cont. back after one quick thing
>>
>>329692
>continued

The large zombie goes crashing into the corridor wall and you feel his rancid breath as he goes flying past you. He's snarling and struggling to find his feet with the pole lodged in his stomach, likely not even considering the fact that the pole is there in the first place. You glance back and catch Alice pulling a freshly lobotomized zombie off of Grayson, but she screams one of the zombies you shot down suddenly leaps on her back, grabbing her hair!

>Try to finish off the big guy while he's down! (Describe how)
>Get over to Alice and help her! (Describe how)
>Write in option
>>
>>329720
Oh, and roll 1d100 regardless of choice.
>>
Rolled 99 (1d100)

>>329720
God damn. This is a shitshow. Where the hell is Luis? Help Alice
>>
>>330264
Grayson, badly beaten, tries to help Alice get the zombie off, but it's got a solid grasp on her hair and all he can do is keep its snapping jaws inches away from her as she screams in terror. You dash over without hesitation and realize halfway that you're weaponless, but you improvise and start bashing the thing's head in with the revolver while Grayson holds it in place. Alice pulls free of the zombie's grasp, losing a fistful of hair in the process, and screams yet again upon seeing the large zombie standing in the way you came in, spear still sticking awkwardly out of his gut... and blocking the way you came in.

Hearing the scream, the zombie's focus is back on the three of you and he charges, rebar sticking out of his gut like a lance. Alice readies her ice pick and you get ready to die, when all of a sudden you hear a click from the side and Grayson screams, "In here! In here!" Before you can think Alice pulls you into an open room and slams the door shut behind you.

The room is pitch black, and the three of you pull out your tiny flashlights. You can see that the room was being lived in before the Tower fell, and... toys scattered about. From here you can see a small kitchen and what you think might lead to some bedrooms. You can hear everyone breathing heavily, yourself included, as well as the large zombie pounding against the door you're currently leaning against. Alice is crying softly, and Grayson alternates between wheezing for air and moaning in pain.

What do you do now?
>Write in a plan of action, you have some room to breathe here. You can suggest multiple things.
>Talking is a free action.
>>
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>>330425
These shitty drawings, do they help at all?
>>
See if Grayson is wounded or bitten, then find something to use as a weapon
>>
>>330521
A lot, actually. You just MSpainting it? They're super useful
>>
>>330560
Also, jam a chair under the door knob. Shit works.
>>
>>330564
I'm using the built in drawing tool, I've only seen it on this board and I'm drawing with my mouse. Just wondering if I should continue with them.

>>330560
>>330568
First things first... you find your way to the dining table, grab a suitable chair, and lodge it firmly against the ground and door handle. You then shine your light over Grayson. "You don't have to check," he sighs. Pulling down his bloody collar, he shows the mangled flesh where the zombie bit him. "It's over for me, I can already... already feel it killing me." Alice jerks away from him, but he grunts, shakes his head and shines his light toward the sofa. Understanding, the two of you help him up and ease him into his deathbed. The zombie continues his pounding outside, but the door isn't going anywhere soon.

Coughing, he starts, "The Lieutenant... Kim, Kim was out of control, and..." Grayson gets too excited and hacks up some blood. He seems to have trouble swallowing. "W-water... please, water," he croaks.

>Alice searches for water, you stay with the ice pick and watch over Grayson. (search where?) (roll 1d100)
>You search for water, Alice stays with Grayson and the ice pick. (search where?) (roll 1d100)
>Sorry old timer... we tried. (end his pain, destroy the brain)
>Write-in option.
>Talking is a free action.
>>
Rolled 31 (1d100)

>>330647
Tell him we're sorry and that we tried. Ask if there's anything else we can do.

Have Alice check the fridge and any cupboards. Might as well see if the faucet works, too.
>>
>>330669
Alice hands you the ice pick and goes to look for some water, while you stay by Grayson's side. "I'm sorry old timer... we tried." He nods furiously, his face contorted in pain, and grasps your hand to let you know he understands. You hear Alice rifling through cupboards and drawers, searching for anything. Grayson manages to clear his throat, and gurgles, "Th-thank you for this... he was... he was going to let them tear me apart... eat me..."

"Luis. What was he doing with you? What happened to your team? Where are Hendricks and Parra?" You hear Alice groan in disgust as she opens the fridge and slams it shut immediately. The room now smells terrible. Grayson coughs up more blood.

"I- I don't know everything, I ran when it happened, ran into Luis..." he seems to choke up, and can say no more. Alice returns, shaking her head. No water, but she hands you a kitchen knife with a solid metal handle.

The two of you sit there holding a hand each as the light leaves Grayson's eyes. Alice's eyes are hard as you prepare to plunge the knife into the back of his skull, but at the last second she turns away.

>cont.

Be back after a short errand
>>
>>330761
The pounding has stopped. You can hear your spear smack against the walls of the hallway outside occasionally, met by a confused grunt from the zombie "holding" it. Your knife slides out of Grayson's skull with a sickening squelch, and you wipe it off on the sofa. You haven't heard any gunfire in awhile.

How do you proceed?
>Bust out of the door quickly, surprise the zombie and take him down. (roll 2d100)
>Wait a while, see if he won't leave on his own. (roll 1d100)
>Search the apartment for something. (what are you looking for?) (roll 1d100)
>Write-in option.
>Talking is a free action.
>>
Rolled 62 (1d100)

>>330867
Look for weapons, medical supplies, and food. In that order.


Sorry. I got dragged away for some family shit
>>
Rolled 39 (1d100)

>>330867
Make sure the apartment is zombie free. While you're doing that, search for anything useful. Anything else you can use for a weapon, ammo, can food, or medicine.

Also, I really appreciate the drawings.
>>
>>331436
>>331504
"Think we can take him?"

"Maybe, maybe not. That one really knows how to throw his weight around." Your wrist still hurts from trying to redirect that charge. "Let's dig around and see if we can find anything better than what we've got."

"Didn't find any extra ammo for that gun you picked up?" Alice asks as the two of you check a bedroom clear, shanks at the ready.

"No, to be honest, I didn't even think to check how many rounds I was holding." You check what you gather to be a woman's bedroom, and Alice has you turn away as she changes out of her bloodstained and soaked hoodie.

"What are we doing once we get out of this room, James?" You wonder yourself. Everything went so wrong so fast. Are you still so determined to save the others?

Through the other door is a spacious bathroom, which is surprisingly clean. Marveling at the spotlessness after all the filth and gore you've crept through, you find a stocked medicine cabinet with various painkillers and some medicines you can't identify. The two of you grab everything and stuff your pockets out of habit - it may not be what you need right this moment, but this apocalypse has taught you that meds go fast, usually to whoever has the guns to hoard them.

Suddenly, you hear the rat-tat-tat of a rifle. Loud, and definitely on your floor. A body slams against your apartment door and thuds on the floor.

>cont.
>>
>>331608
You emerge from the apartment to the sight of one very dead zombie, and-

"Jane!"

Jane stares the two of you down through her sight, breathing hard for a second before she runs over to you and crushes you in an armored hug. You notice she winces, and that her shoulder has been hastily bandaged. "Not out here!" cries Alice, and the three of you duck back into your apartment. She hands you your rebar spear, fresh with blood and... you don't want to think about what else.

"What happened to your team?" she asks, about to sit down when she screams.

"Oh! Shit, yeah... Grayson... we ran into each other. He got bitten," Alice mourns, going to get a blanket. Jane goes over and kneels by the old man, looking... almost apologetic.

You recall things from the moment your teams split in the lobby. It's tough to relive all the shock so soon, but Alice chimes in for you and fills in the details, shivering as you recount how close she came to being bitten.

Jane tells her tale: as soon as your group started shooting, zombies started bursting through the doors ahead of their group. In the chaos, Kim went off, slitting the Lieutenant's throat but getting shot in retaliation. Grayson had fled as soon as the killing began, and Jane barely managed to grab the Lt's weapons and ammo vest. She ran into Luis and the Corporal, who was acting crazy and fired on her. A firefight broke out and Luis ran away. More zombies arrived and both Jane and Hendricks fled, both injured. She managed to clean and dress her wound in an apartment, then came out to clear the building looking for Hendricks.

"Hendricks has the truck keys, not the officer, I went back to check. We need those keys, if we're going to get out of here. Are we still in this together?" Jane asks.

Alice looks unsure, asking, "You're... going to kill him?"

"Damn right I am. He isn't exactly going to hand the keys over, is he?" she shows you her bandages again.

"What happens to us when we go back without either of them?"

Her face tightens in the bright glow of her flashlight as she replies, "We're not going back. Are we still in this together?"

What do you say to Jane?
>Write-in a response.

Do you mean it?
>Yes
>No
>Maybe
>>
>>331767
"Do you think it's possible to reason with him?"

If not, then yeah. These guys basically fucked us over, so we don't owe them our allegiance.
>>
>>331822
"Do you think it's possible to reason with him?" you offer. Alice jumps on the idea, "Yeah, what if we talked to him?" referring to the two of you. "He saved my life," she blurts, "maybe he's not like-"

"The guys who destroyed everything we fought for, for, for some fucking power trip? The guys who killed our friends, our-" Jane breaks down over the table, sobbing. Alice reaches for her but Jane slaps the hand aside and looks her, then you, in the eyes. Her rage startles the both of you. "No, I am not going back to those people, and this one has to die."

"Alright," you declare. "Let's go get those keys then." Jane grins, and Alice gulps uneasily, but nods. She hands you a military pistol, one you're familiar with. Already fully loaded with 16 rounds. Safety's off. "Nothing for me?" Alice scowls. Jane reaches over and messes up her hair. "Sorry, kiddo, he wasn't packing anything else. You stay back and Pops and I will do the negotiating." Now that you have a proper gun back in your hands, you see why Jane's feeling so confident. It really has been too long, and goddamn does it feel good. Jane cuts up and snorts four pain tablets while you and Alice arm up, and before you know it you're at the door, getting ready to leave your refuge in hell.

>End of Chapter 2

I'll probably archive the thread now, since tomorrow and the fourth are busy. I'll probably start another thread on the 7th or 8th, so tune in!
>>
>>331767
>>Yes
>>
>>331915
Oh, and for anyone lurking or who enjoyed any part of the quest, Q&A as long as the thread lives! If I see it I'll answer. Feedback is also welcome!
>>
Thanks for running! Do we have any idea how this all started, or is that something you want us to find out on our own?
>>
>>332442
The outbreak began with the Great Summer Flu spreading worldwide. It evolved in certain individuals at a staggered rate, who then spread their strain of the virus so quickly and violently that total containment was impossible. Anything deeper than that you'll have to figure out through the quest.



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